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Why don't we just make our own rugby game
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<blockquote data-quote="MojoPin" data-source="post: 999921" data-attributes="member: 71698"><p>I work in the games industry so it's definitely interesting to see the conversation here! Even small projects are a very big undertaking though as others have said. With the right people though, technically anything is possible. </p><p></p><p>For what it's worth, I'd say the best place to start is with a rock solid concept/outline of what you want to accomplish, otherwise it's very difficult to figure out what kind of budget, resources etc you'd need. Things you'd need to consider would include:</p><p></p><p>1. Overview of the game - what style are you going for and how does the core gameplay loop work? For example, are you going for a Rugby 08/Rugby Challenge esque 3D game or a 2D management game, etc. </p><p>2. What levels of polish are you aiming for? Graphics, physics/engine, sound, licences, gameplay modes - be specific and detailed. </p><p>3. Who are you targeting? And "rugby fans" isn't a good enough answer - need to show an understanding of the gaming landscape and the audiences within it. </p><p>4. Produce some concept art and/or renders to illustrate everything you're talking about</p><p>5. What personnel do you have available and what else would you need to achieve everything outlined in this document?</p><p>6. Target platforms. </p><p>7. USP - unique selling point</p><p>8. Market analysis - what's the current state of rugby games? What are their strengths, weaknesses and commercial performance? How does this project compare to those and how doe sit set itself apart? How many potential customers are there?</p><p>9. Finances - how much do you need to deliver the project and how will it be spent?</p><p></p><p>Probably forgetting a few other things as this is just off the top of my head from pitching documents I've seen, but you get the idea. I guess what I'm saying is that the game needs to exist in a theoretical form before anything else can be planned or done. Gameplay systems and positioning need to be thought out carefully.</p></blockquote><p></p>
[QUOTE="MojoPin, post: 999921, member: 71698"] I work in the games industry so it's definitely interesting to see the conversation here! Even small projects are a very big undertaking though as others have said. With the right people though, technically anything is possible. For what it's worth, I'd say the best place to start is with a rock solid concept/outline of what you want to accomplish, otherwise it's very difficult to figure out what kind of budget, resources etc you'd need. Things you'd need to consider would include: 1. Overview of the game - what style are you going for and how does the core gameplay loop work? For example, are you going for a Rugby 08/Rugby Challenge esque 3D game or a 2D management game, etc. 2. What levels of polish are you aiming for? Graphics, physics/engine, sound, licences, gameplay modes - be specific and detailed. 3. Who are you targeting? And "rugby fans" isn't a good enough answer - need to show an understanding of the gaming landscape and the audiences within it. 4. Produce some concept art and/or renders to illustrate everything you're talking about 5. What personnel do you have available and what else would you need to achieve everything outlined in this document? 6. Target platforms. 7. USP - unique selling point 8. Market analysis - what's the current state of rugby games? What are their strengths, weaknesses and commercial performance? How does this project compare to those and how doe sit set itself apart? How many potential customers are there? 9. Finances - how much do you need to deliver the project and how will it be spent? Probably forgetting a few other things as this is just off the top of my head from pitching documents I've seen, but you get the idea. I guess what I'm saying is that the game needs to exist in a theoretical form before anything else can be planned or done. Gameplay systems and positioning need to be thought out carefully. [/QUOTE]
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